About custom workshops: If I were to remove the key bindings for all the vanilla workshops, then replace them with equivalent custom workshops, what side effects would there be? Are there any workshops that can't be meaningfully replaced with custom ones?
It sounds like there may be a more direct way of disabling vanilla workshops than remapping keys:
Also, will there be completely no way to get rid of the standard workshops? Would it at least be possible to remap the keys so that the custom workshops can be built instead?
It can be done building by building for this release provided you don't care about the implications (ie, they'd still have access to certain products), but at least it would clear up interface clutter. In that case, the keys would work properly. That is, right now custom workshops can be assigned keys, but they shouldn't conflict with other keys that appear in the list of allowed buildings for that menu option (workshops, furnaces, etc.).
However, yeah, you will quickly run into some major side effects. Reactions cannot:
- produce items with a quality other than "basic"
- handle decorations, bucket handles, or cloth's thing where thread/dye act like components
- produce multiple items in exactly the same way the "Make Crafts" jobs do
- use arbitrary reagents in containers (may or may not prevent glassmaking, depending on whether Toady added support for a CONTAINS_SAND tag)
- give you a nice hierarchical menu like you get at the forge (it'll just be one giant list with "Make iron short sword," "Make bronze short sword" etc.)
- produce a stack whose size is the sum of the sizes of the reagent stacks (like the kitchen does)
Nothing checks for power, so a mill wouldn't work. I don't think things check for magma either, but I could be wrong there.
"You can also ... set custom workshops to be magma-fueled." But yeah, power doesn't work.